"use strict";
var __importDefault = (this && this.__importDefault) || function (mod) {
    return (mod && mod.__esModule) ? mod : { "default": mod };
};
Object.defineProperty(exports, "__esModule", { value: true });
exports.灵阵Handler = void 0;
const Utils_1 = __importDefault(require("../Utils"));
const __1 = require("../evolution/\u7075\u9635");
class 灵阵Handler {
    constructor(gameMgr, handlerMgr) {
        this.gameMgr = gameMgr;
        this.handlerMgr = handlerMgr;
    }
    gc() {
        this.gameMgr = null;
        this.handlerMgr = null;
    }
    灵阵_迷雾森林(data, player) {
        let startPoint = this.gameMgr.map_point.get(data.start);
        let endPoint = this.gameMgr.map_point.get(data.end);
        let big = startPoint.big;
        big.布阵(__1.阵法.迷雾森林, endPoint);
        this.gameMgr.sendBroadcast(Utils_1.default.getObj("布阵", { "start": data.start, "end": data.end, "type": __1.阵法.迷雾森林 }));
        let big_start = startPoint.big;
        big_start.is_ready = false;
    }
    灵阵_佛法慈悲(data, player) {
        let startPoint = this.gameMgr.map_point.get(data.start);
        let endPoint = this.gameMgr.map_point.get(data.end);
        let big = startPoint.big;
        big.布阵(__1.阵法.佛法慈悲, endPoint);
        this.gameMgr.sendBroadcast(Utils_1.default.getObj("布阵", { "start": data.start, "end": data.end, "type": __1.阵法.佛法慈悲 }));
        let big_start = startPoint.big;
        big_start.is_ready = false;
    }
    灵阵_九曲黄河(data, player) {
        let startPoint = this.gameMgr.map_point.get(data.start);
        let endPoint = this.gameMgr.map_point.get(data.end);
        let big = startPoint.big;
        big.布阵(__1.阵法.九曲黄河, endPoint);
        this.gameMgr.sendBroadcast(Utils_1.default.getObj("布阵", { "start": data.start, "end": data.end, "type": __1.阵法.九曲黄河 }));
        let big_start = startPoint.big;
        big_start.is_ready = false;
    }
    灵阵_地狱杀伐(data, player) {
        let startPoint = this.gameMgr.map_point.get(data.start);
        let endPoint = this.gameMgr.map_point.get(data.end);
        let big = startPoint.big;
        big.布阵(__1.阵法.地狱杀伐, endPoint);
        this.gameMgr.sendBroadcast(Utils_1.default.getObj("布阵", { "start": data.start, "end": data.end, "type": __1.阵法.地狱杀伐 }));
        let big_start = startPoint.big;
        big_start.is_ready = false;
    }
}
exports.灵阵Handler = 灵阵Handler;
